But in the interest of fairness, I'd like to mention here some ways in which I believe WDW improves on the DLR experience:
1) WDW does themed design better than DLR. I can already feel the malicious stares from the DLR fan bois crowd as I type this - I know that's something of a bold statement, but please, hear me out. When WDW was built, the WED design staff was able to use all the lessons they had learned in building/expanding/improving/maintaining DL over the last decade and a half. Moreover, at WDW, they had enough land to do what they wanted without being forced to squeeze attractions, queues, and infrastructure into as tight a space as possible. (Btw, those West Coasters who have an issue with all the undeveloped land at WDW that's used as a buffer/"super-berm" need to take that up with Walt - that's one of the few aspects of WDW's design that was personally decided by Walt himself.) Because of this, they were able to implement quite a few design improvements that still generally hold true at WDW.
The first and most striking of these is the way in which different lands are presented. At WDW, the entry into a land and first view of a land is a very controlled and cinematic experience (much in the same way that
Sam described the entry into the Magic Kingdom itself). Moreover, transitions in-between lands were given a new focus in the development of the Magic Kingdom. Whether you're going from Liberty Square to Fantasyland, Adventureland to Frontierland, or just from the Hub to Adventureland, you will experience a gradual transition in ambiance, decor, music, elevation, and walkway texture, culminating in a grand cinematic reveal of the land. (In fairness, there is one transition - Fantasyland to Tomorrowland & vice versa - where this does not hold true. The upcoming FLE promises to improve this.) Contrast this experience with Disneyland where lands are shoehorned next to each other with little to no transition whatsoever between them (an example that sticks out in my mind is how you could easily throw a baseball at the Haunted Mansion while riding Splash Mountain); in many cases it's not uncommon at DL to find lands bleeding into one another. DL is about on par with Universal in this regard.
Another way in which the themed design improvements bear out is in how WDW presents full attraction experiences as opposed to mere rides. Look at early attractions like PotC or Space Mountain, all the way up to more recent attractions like Toy Story Midway Mania. WDW, in nearly all cases, makes the queue part of the attraction experience, as opposed to DL where the queue usually is simply a switchback in the CA sun. The obvious, notable exception which must be pointed out here is the Indiana Jones Adventure, which is the most complete queue/attraction experience that WDI has ever developed. But this is a glaring exception at DLR. In WDW, the queues are used to draw you into the attraction experience. At DLR, the attractions pretty much stand all on their own. (I find it interesting too that the way FastPass functions at DLR serves to exacerbate this problem. Nearly all FastPass attractions at DLR separate their lines very early in the queue, resulting in backed up switchbacks outside the themed queue at attractions like Indy and Roger Rabbit, and then an extremely quick "run through" the part of the queue that is themed to hold your attention! Doesn't make a whole lot of sense... At WDW, Fastpass and Standby lines usually progress through the entire queue side by side until right at, or shortly before the load area. This gives both lines, but especially Standby which needs it more, the opportunity to view and appreciate the themed queues.)
The above examples have focused on the MK vs. DL, but Epcot's World Showcase and Animal Kingdom (with the exception of Chester and Hester's) constitute what are undoubtedly some of the best examples of themed design in the country after WWoHP. DLR doesn't have anything even remotely comparable in this regard. Despite refurbing the entire park, DCA is still a convoluted mess of incoherent (and poor) themeing, and suffers from the same issues of no transitions/lands bleeding into one another that DL does.
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